AuthorTopic: Skertch #1 -- [ Model A Mannequin ] (Read 13806 times)

Welcome to the first Skertch. A Skertch is a mini challenge. A mini challenge involves tasks that are fairly simple, easy to do for individuals. However, these Skertches can lead to more than just a simple trivial practice in CG. Keep that in mind!

Skertch #1 -- [ Model A Mannequin ]Model a 3D Mannequin. A Mannequin, in animation, is a body whose parts are separated at their joints and animated without mesh deformations. That is to say, they aren't skinned (in Anim8or terms), and instead the individual parts are assigned to the individual bones in the underlying rig. The purpose is to focus on form and gesture through actions in animation, enabling the user to strengthen their foundations and conceptualize ideas.

Requirements

Must be modeled in Anim8or

Each joint must be a separate mesh Shape. You may include balls at the start/end of a joint for aesthetic purposes

Do not add facial features or anything other than generic shapes that approximate the shape of that joint.

No textures necessary

It does not have to be a human

Leave it standing in a standard relaxed natural symmetrical pose

Do not rig or animate the mannequin. Leave it all in a single Object

Anim8or Terminology

Object: An Object is an element that contains visual 3D geometric sub-elements called Shapes. The Object Editor allows the user to create an Object and then create the shapes within that object. The Object may be further used in Figures (and thus, Sequences), or directly within the Scene Editor.

Shapes: These are the sub-elements in an Object. They can be a standard 3D mesh, a subdivision mesh, a parametric shape (such as cubes, spheres, cylinders, or custom Shapes from scripts), or splines. They can be individually selected in the Object Editor and edited or manipulated. They can not be directly accessed outside of the Object Editor.

Post a simple render and attach the .an8 file and any associated files in the same post!

Looks good davdud101! But holy toledo, those arms are super dense with polygons! I bet you can get the same shapes with subdivision meshes instead. Might trim 5 mb off that 5.4 mb file size

Also, feet and shaped hands (they can just be wedges like seen in the first post) make a huge difference to human animations and expression through motion. If you're not adverse to adding 'em, I'm sure Manny'll thank you for it

Looks good davdud101! But holy toledo, those arms are super dense with polygons! I bet you can get the same shapes with subdivision meshes instead. Might trim 5 mb off that 5.4 mb file size

Also, feet and shaped hands (they can just be wedges like seen in the first post) make a huge difference to human animations and expression through motion. If you're not adverse to adding 'em, I'm sure Manny'll thank you for it

Whoops- I must've NOT reduced the divisions before converting them to meshes to be mirrored.

Below is my re-done version of Manny. I added hands and feet, and tried to give him a bit more of a 'boyish' stance. Actually shaved 5mb off

davdud101, much better! Mirroring subdivision meshes always seemed like something that would be easy for Steve to implement. Someday....

captaindrewi, practice makes perfect If I may offer a critique: the legs seem to have an extra joint at the hips, making it more like a robot or toy. If that's intentional, no problemo. However if it's meant to be human then it may be better to remove that extra curved segment and just attach the thigh to the hip, otherwise it'll be hard to realistically portray human motion! I guess while I'm at it I should mention the lack of pinkies, but then it doesn't really matter if it doesn't matter